(procedural) Edgewear for (procedural) real Microdisplacement? for Cycles
So there are several ways to do what you are trying to do, some only work with Cycles.

The first one is the one you cite which mixes the (Input) Geometry &gt; Normal output and Bevel nodes into a (Converter) Vector Math in Dot Product mode:



You can use the Geometry &gt; Pointiness output:



Or the (Input) Ambient Occlusion node (it works with Eevee, you'll need to enable the Ambient Occlusion option in the Properties panel &gt; Render:


To make the effect more natural you can mix it with a Noise or another texture, here through a MixRGB in Lighten mode:

All these black &amp; white textures can be used as factor in a Mix Shader or MixRGB node in order to mix two sets of nodes.
At last you have some group nodes like the one you cite and that you can upload. There is the Mask node, as explained here, and the Edge Detect node, as explained here, both created by Wayward Art Company.